|Commander / EDH||Legal|
Printings View all
|Time Spiral (TSP)||Rare|
Combos Browse all
If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.
Tap: Add (1) to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.
Price & Acquistion Set Price Alerts
Gemstone Caverns Discussion
1 week ago
1 week ago
Hey hfvalenz, I have updated the list. This are the new cards:
2 weeks ago
There is no reason not to add x4 Gemstone Caverns and instead of Fatal Frenzy just run a Temur Battle Rage. Perhaps even a couple more utility lands such as Halimar Depths or some of the theros block scry lands or hour of devastation cycle lands to help you dig on the games that the deck isn't getting lucky on. Additionally maybe a Bojuka Bog and a Valakut, the Molten Pinnacle for good measure. Love this brew :)
2 weeks ago
Ok so I have a lot of suggestions that would make this deck more competitive because its pretty far off at the moment. I'll go by each section.
First artifacts, you should take out everything you have except for Sol Ring and Sensei's Divining Top. Yes even Chromatic Lantern, especially Chromatic Lantern. Spending 3 mana on a rock that only produces 1 mana is too much of a tempo loss in a competitive game and its effect is unnecessary which I will explain when I talk about lands. Instead add some fast mana acceleration. Cards like Mox Opal, Mox Diamond, Chrome Mox, Mana Crypt, Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Azorius Signet, and Orzhov Signet. You should strive to run as much of that ramp package as you can afford.
Second lands, with a solid land base you should have no need for a card like Chromatic Lantern even in Sen Triplets. Lands like Forbidden Orchard, Exotic Orchard, Mana Confluence, City of Brass, Reflecting Pool, Gemstone Caverns, Gemstone Mine and Command Tower along with Mox Diamond and Mox Opal should be able to provide all the green or red mana you should ever need in a game. You also are running far far too mana lands. With a decent ramp package running anywhere from 29-34 lands should be more than enough.
Third instants, you are running a lot of control style interaction with counterspells and one-off removal which is sort of fine but a lot of it is simply not viable in a competitive setting. Cryptic Command is super versitile but 4 mana as a response is brutal. Needing to leave up 4 mana for an answer will cause you to not be able to play anything in the early game. There are plenty of 1 and 2 mana counterspells that you should run instead. Disallow and Render Silent have the same problem, its just too expensive on turn 2 or 3 when you are trying to play a signet or talisman to ramp you should be able to have mana for an answer as well. Pull from Tomorrow and Flash seem like super weird choices and IDK why you are running Orim's Chant and not Silence.
Fourth sorceries, the only thing here that i notice is that the triple white kind of makes it unplayable most of the time even when you do have the condition met. With all the other creature wipes I would cut it. Also no Toxic Deluge? Unburial Rites is also way expensive when you have reanimation effects like Exhume, Dance of the Dead, and Necromancy.
Fifth creatures, no this one is messy. you have WAY too many reanimation targets, you need to cut some fatties. In competitive re-animator you only need like 1-3 fatties because they should be so powerful that once they are reanimated they just win you the game essentially. You do not want to have one in your hand ever in an ideal world so you really want to limit the number of reanimation targets in the deck. The only ones i see that are worth running are Jin-Gitaxias, Core Augur and Elesh Norn, Grand Cenobite. You could add an eldrazi titan if you wanted as well. The others are simply weak in comparison.
Those are my thoughts on the cards you are currently running. Now for the second awkward part of this deck. The majority of your card advantage I notice is over time. You have a lot of engines like Phyrexian Arena and Rhystic Study and not many 1 off draw spells like Night's Whisper. That is fine in a stacks strategy when you can slow the game down enough to get the value form them but you arn't really running any stacks effects. This deck should probably run cards like Aven Mindcensor, Sphere of Resistance, Torpor Orb, Cursed Totem, Pithing Needle, Aura of Silence, Seal of Cleansing, Nihil Spellbomb, Tormod's Crypt, Phyrexian Revoker, Blind Obedience. The problem is there arn't that many hard stacks cards that don't hurt your gameplan as much as everyone else. The deck needs a lot of cleaning up and some cohesiveness in its strategy to be considered competitive.
3 weeks ago
n0bunga It's not even a T1 wheel. He starts with Gemstone Caverns, then he plays Exploration, and then still has to come up with a mana somewhere even if he plays 2 lands for turn. Wheel of Fortune costs 3, not really familiar with any 2 drop wheels aside from a miracled Reforge the Soul and that STILL doesn't work cause he's gotta play a land first.
3 weeks ago
Thanks for the feedback, Zorgen!
I agree that I probably need to keep at least one main deck board wipe. I've been messing around with Cataclysm and Tragic Arrogance a bit. Both seem like they would fit the decks game plan while not really hurting my board too much.
The only real narrow pump spells are the Phytoburst and Larger Than Life. Phytoburst represents a lot of damage with either Arahbo, Roar of the World or Ajani, Caller of the Pride while also enabling a one turn kill (as early as turn three) with Lost Leonin. Larger Than Life is definitely replaceable. I'm just not sure any of my other options are worth the slot over it. Perhaps Worldly Tutor? The other pump spells all offer some other sort of useful flexibility. Am I running too many protection spells in that case?
I do disagree, however, with needing to add ramp spells, though. I'm not looking to flood the board with creatures early in the game. The little bit of ramp I do have with Sol Ring, Mana Crypt, Sword of the Animist, and sometimes Gemstone Caverns have been more than enough to get my creatures onto the field. As an aggro deck, I don't feel like there's enough time to make use of the extra mana from more efficient ramp spells. I have been testing Swell of Growth, as well. I might considering replacing Larger Than Life with it.
4 weeks ago
Dark Confidant over Lunar Force and Preordain over Sleight of Hand. In mana base I prefer Mana Confluence over Gemstone Caverns and City of Brass over Godless Shrine. With these changes I have to say, this is the best Zur deck. The best of Skuloth's Ad Nauseam Doomsday Zur with Aetherflux Reservoir included. Great work and thank you for inspiration!
1 month ago
Falcon_Galeo Thank you for the reply! I've added Ipnu Rivulet to the deck, it should be a great fit. In terms of lands I'd love to run 4 Eldrazi Temples but I'm trying to stay under $50 (what I'm willing to spend on a deck at the moment). Temple and Gemstone Caverns I'll probably add later on, as well at Thought-Knot Seer for the same reason. I want to really hone in on what this deck's main synergy should be at the moment. I also have a couple copies of Matter Reshaper lying around, what would you recommend I put them in for? Thanks again.